Difference between revisions of "Varying Turn Orders"

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=== Examples ===
 
=== Examples ===
Systems for [[Varying Turn Orders]] are found in [[:Category:Board Games|Board Games]] and [[:Category:Card Games|Card Games]], much likely because they most often use turn taking. [[Puerto Rico]] and [[Race for the Galaxy]] use a ''round-robin'' system for who starts a turn, which can be seen as turn taking sequence on its own on a higher level. [[Agricola]], [[Caylus]], and [[Dominant Species]] have a fixed turn order but players can change this through explicit actions; [[Carolus Magnus]] requires players to play tokens that determine the next turn order for the next turn. [[Egizia]] and [[Ursuppe]] determine the turn order for each turn based on the players' current scores.
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Systems for [[Varying Turn Orders]] are found in [[:Category:Board Games|Board Games]] and [[:Category:Card Games|Card Games]], much likely because they most often use turn taking. [[Puerto Rico]] and [[San Juan]] use a ''round-robin'' system for who starts a turn, which can be seen as turn taking sequence on its own on a higher level. [[Agricola]], [[Caylus]], and [[Dominant Species]] have a fixed turn order but players can change this through explicit actions; [[Carolus Magnus]] requires players to play tokens that determine the next turn order for the next turn. [[Egizia]] and [[Ursuppe]] determine the turn order for each turn based on the players' current scores.
  
 
== Using the pattern ==
 
== Using the pattern ==
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There are three main ways of creating [[Varying Turn Orders]]. The first is to have a fixed structure of how the turn order is varied between [[Rounds]]. The simplest of these, found in [[Puerto Rico]] and [[San Juan]], is to have regular turn orders but let the player that was the second player in the previous [[Rounds|Round]] become the first in the next one. This means that [[First Player Advantages]] are modified by letting those having this advantage become the last player the next [[Rounds|Round]].
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Not that [[Varying Turn Orders]] can be applied both on [[Planning Phases|Planning]] and [[Execution Phases]], and can be applied in different ways to the two. [[Dominant Species]] is an example of this: the turn order to place action tokens in [[Planning Phases]] is determined by a linear sequence where two neighboring positions can change each turn due to a player action while [[Execution Phases]] are done in a sequence of action categories.
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[First Player Tokens]],
 
 
[[Freedom of Choice]]
 
[[Freedom of Choice]]
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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Unless the current or upcoming sequence can be readily read from the position of other game elements, the use of [[First Player Tokens]] may be appropriate for games with [[Varying Turn Orders]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
 
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[[Varying Turn Orders]] modify [[Turn Taking]] in games. By removing, or at least lessening, the [[Asymmetric Starting Conditions]] that [[First Player Advantages]] give they can have [[Balancing Effects]] on games.  They can however set up [[Flip-Flop Events]] so that the last player of one turn may be the first of the next, in practice having two turns in a row.
=== Can Instantiate ===
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[[Balancing Effects]],
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[[Flip-Flop Events]]
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=== Can Modulate ===
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[[Asymmetric Starting Conditions]],
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[[First Player Advantages]],
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[[Turn Taking]]
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== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Asymmetric Starting Conditions]],  
 
[[Asymmetric Starting Conditions]],  
 +
[[Execution Phases]],
 
[[First Player Advantages]],  
 
[[First Player Advantages]],  
 +
[[Planning Phases]],
 +
[[Rounds]],
 
[[Turn Taking]]
 
[[Turn Taking]]
  

Revision as of 07:55, 24 June 2011

Turn taking sequences that change, or can be changed, during gameplay.

Many traditional games are played by players making their actions according to a turn sequence. When this turn sequence is not static, i.e. players do not always play in the same order throughout the entire game, this means that a game has Varying Turn Orders.

Examples

Systems for Varying Turn Orders are found in Board Games and Card Games, much likely because they most often use turn taking. Puerto Rico and San Juan use a round-robin system for who starts a turn, which can be seen as turn taking sequence on its own on a higher level. Agricola, Caylus, and Dominant Species have a fixed turn order but players can change this through explicit actions; Carolus Magnus requires players to play tokens that determine the next turn order for the next turn. Egizia and Ursuppe determine the turn order for each turn based on the players' current scores.

Using the pattern

There are three main ways of creating Varying Turn Orders. The first is to have a fixed structure of how the turn order is varied between Rounds. The simplest of these, found in Puerto Rico and San Juan, is to have regular turn orders but let the player that was the second player in the previous Round become the first in the next one. This means that First Player Advantages are modified by letting those having this advantage become the last player the next Round.


Not that Varying Turn Orders can be applied both on Planning and Execution Phases, and can be applied in different ways to the two. Dominant Species is an example of this: the turn order to place action tokens in Planning Phases is determined by a linear sequence where two neighboring positions can change each turn due to a player action while Execution Phases are done in a sequence of action categories.

Can Be Modulated By

Freedom of Choice

Interface Aspects

Unless the current or upcoming sequence can be readily read from the position of other game elements, the use of First Player Tokens may be appropriate for games with Varying Turn Orders.

Consequences

Varying Turn Orders modify Turn Taking in games. By removing, or at least lessening, the Asymmetric Starting Conditions that First Player Advantages give they can have Balancing Effects on games. They can however set up Flip-Flop Events so that the last player of one turn may be the first of the next, in practice having two turns in a row.

Relations

Can Instantiate

Balancing Effects, Flip-Flop Events

Can Modulate

Asymmetric Starting Conditions, Execution Phases, First Player Advantages, Planning Phases, Rounds, Turn Taking

Can Be Instantiated By

-

Can Be Modulated By

First Player Tokens, Freedom of Choice

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements